Post by Tanith Low on Apr 9, 2016 12:39:33 GMT
This was on the forums
forums.frontier.co.uk/showthread.php?t=193064
And was particularly interesting. Of especial note was
Background Sim Playstyles:
There are multiple ways to push your chosen faction. Popular ways are below.
Missions – Depending on what is offered, missions can be a reliable way to change influence. Being allied, having high rankings in the pilots federation, and keeping your faction's influence value high increases the speed at which you can do missions as more become available/accessible to you through the bulletin board. There is a common misconception that completing charity missions lowers your faction's influence. We have never been able to prove this though often it reduces boom. Since boom isn't particularly useful, this can be a good thing when used in moderation.
Bounty Hunting – By turning bounties into a station owned by your faction, you can increase a faction's influence and “security”. You can technically turn your bounties in at any station or outpost in a system that has influence, but it is recommended that you turn in your bounties to stations or outposts owned by the faction you are trying to support. Back in 1.2 we proved that turning in your bounties to a station owned by a different faction helped the station owner more than the faction that was paying you in the contact tab. This may have changed since 1.2 but better safe than sorry.
Trading – During trade CG’s as of 1.3 we noticed that the station owners of the host station would lose influence as massive amounts of goods were bought by the station. Later we were able to demonstrate that buying goods from a station raises influence of the station owner (ever so slightly), and selling goods to a station hurts the owning factions influence (again slightly). We have seen this used successfully by an ally to lower influence in one war where a station only offered elite exploration missions (out of most players reach). This no longer appears to be the case, in fact we have received many differing results with recent experiments from different player groups. This may be due to experiments being completed over different versions of the game with different mechanics. Its also not high on our priority list to be honest, but recent reports suggest that in profit now boosts influence whereas loss drops it.
Exploration – You can turn your exploration data into the station owned by the faction you want to boost. It used to have a nuke like effect, but it has since been nerfed. It would not be weird to see a month long trip resulting in a hundred million only result in a influence increase of around 5% if dumped at once due to new caps on influence change implemented by frontier. It barely time effective if you slow release a couple million every day in each of the systems you want to affect.
Kill System Authority – Killing system authority ships reduces influence of the controlling faction and lowers security causing lockdown.
Raiding – Killing civilians in a system reduces influence of the faction they belong to and causes civil unrest.
Smuggling – In 1.3, turning illegal goods into the blackmarket lowers security and reduces influence of the station owner. Therefore it is not beneficial to have a black market in your station; however, it may benefit anarchy/unfettered factions.
forums.frontier.co.uk/showthread.php?t=193064
And was particularly interesting. Of especial note was
Background Sim Playstyles:
There are multiple ways to push your chosen faction. Popular ways are below.
Missions – Depending on what is offered, missions can be a reliable way to change influence. Being allied, having high rankings in the pilots federation, and keeping your faction's influence value high increases the speed at which you can do missions as more become available/accessible to you through the bulletin board. There is a common misconception that completing charity missions lowers your faction's influence. We have never been able to prove this though often it reduces boom. Since boom isn't particularly useful, this can be a good thing when used in moderation.
Bounty Hunting – By turning bounties into a station owned by your faction, you can increase a faction's influence and “security”. You can technically turn your bounties in at any station or outpost in a system that has influence, but it is recommended that you turn in your bounties to stations or outposts owned by the faction you are trying to support. Back in 1.2 we proved that turning in your bounties to a station owned by a different faction helped the station owner more than the faction that was paying you in the contact tab. This may have changed since 1.2 but better safe than sorry.
Trading – During trade CG’s as of 1.3 we noticed that the station owners of the host station would lose influence as massive amounts of goods were bought by the station. Later we were able to demonstrate that buying goods from a station raises influence of the station owner (ever so slightly), and selling goods to a station hurts the owning factions influence (again slightly). We have seen this used successfully by an ally to lower influence in one war where a station only offered elite exploration missions (out of most players reach). This no longer appears to be the case, in fact we have received many differing results with recent experiments from different player groups. This may be due to experiments being completed over different versions of the game with different mechanics. Its also not high on our priority list to be honest, but recent reports suggest that in profit now boosts influence whereas loss drops it.
Exploration – You can turn your exploration data into the station owned by the faction you want to boost. It used to have a nuke like effect, but it has since been nerfed. It would not be weird to see a month long trip resulting in a hundred million only result in a influence increase of around 5% if dumped at once due to new caps on influence change implemented by frontier. It barely time effective if you slow release a couple million every day in each of the systems you want to affect.
Kill System Authority – Killing system authority ships reduces influence of the controlling faction and lowers security causing lockdown.
Raiding – Killing civilians in a system reduces influence of the faction they belong to and causes civil unrest.
Smuggling – In 1.3, turning illegal goods into the blackmarket lowers security and reduces influence of the station owner. Therefore it is not beneficial to have a black market in your station; however, it may benefit anarchy/unfettered factions.